Gaming device and method of controlling the same

ABSTRACT

A memory of a gaming device stores therein a string of numbers that gradually increase by a predetermined increment, and a history of a bet amount in every game. A processor of the gaming machine operates to: control an operation of the gaming unit in such a manner that a game starts when the player operates the operation unit; determine win or loss of the game based on a predetermined probability; give a game medium to the player when it is determined that the game is won; store into the memory the bet amount determined through the operation unit in every game; and compare the string of numbers and the history of the bet amount stored in the memory with each other, at every predetermined number of games.

CROSS REFERENCE TO RELATED APPLICATION

This application is based upon and claims the benefit of priority fromthe prior Japanese Patent Application No. 2006-322154, filed on Nov. 29,2006, the entire contents of which are incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming device, and a method ofcontrolling the gaming device.

2. Description of Related Art

A pamphlet of International Publication WO04/094013 discloses a gamingdevice using a ball.

SUMMARY OF THE INVENTION

The gaming device disclosed in the above-mentioned document does nottake any countermeasure against unfair play based on a regular betmethod such as a martingale, a cocomo, and a montecarlo.

A martingale will be described with reference to FIG. 16. According tothe martingale, when a player loses a game, a next bet amount is doublea last bet amount, while when a player wins a game, a next bet amount isthe same as a last bet amount.

A cocomo will be described with reference to FIG. 17. According to thecocomo, when a player firstly loses a game, a next bet amount is thesame as a last bet amount. Then, when the player further loses a game, anext bet amount is a sum of a last bet amount and a bet amount beforethe last bet amount. When a player wins a game, a next bet amount is thesame as a last bet amount.

A montecarlo will be described with reference to FIG. 18. The montecarlois a little complicated as compared with the martingale and the cocomo.First, a paper and writing instruments are prepared, and numbers “1, 2,3” are written on the paper. A first bet amount is a sum of the firstnumber and the last number of the number string “1, 2, 3” which iswritten on the paper at this point of time. That is, the first betamount is 4. When a player loses a first game, a number obtained byadding 1 to the last number of the number string is newly entered at atail of the number string. A second bet amount is a sum of the firstnumber and the last number of the number string “1, 2, 3, 4” which iswritten on the paper at this point of time. That is, the second betamount is 5. When a player wins a first game, a second bet amount is thesame as the first bet amount. Every time a player loses a third orsubsequent games, a number obtained by adding 1 to a last number of anumber string which is written on the paper at that point of time, forexample a number string “1, 2, 3, 4”, is newly entered at a tail of thenumber string, and a next bet amount is an amount corresponding to a sumof a first number and a last number of a number string which is writtenon the paper at that point of time, for example the number string “1, 2,3, 4, 5”. That is, the next bet amount is an amount corresponding to 6.On the other hand, when a player wins a third or subsequent games, twoleading numbers and two trailing numbers are deleted from a numberstring which is written on the paper at that point of time, for examplea number string “1, 2, 3, 4, 5”.

An object of the present invention is to provide a gaming device and amethod of controlling the gaming device, which can detect unfair playbased on a regular bet method such as a martingale, a cocomo, and amontecarlo.

According to a first aspect of the present invention, there is provideda gaming device comprising a gaming unit, an operation unit, a memory,and a processor. The gaming unit operates in a game and presents a gameresult to a player. The operation unit is operated by the player whendetermining a bet amount of game media to be bet on the game. The memorystores therein a string of numbers that gradually increase by apredetermined increment, and a history of the bet amount in every game.The processor operates to: control an operation of the gaming unit insuch a manner that a game starts when the player operates the operationunit; determine win or loss of the game based on a predeterminedprobability; give a game medium to the player when it is determined thatthe game is won; store into the memory the bet amount determined throughthe operation unit in every game; and compare the string of numbers andthe history of the bet amount stored in the memory with each other, atevery predetermined number of games.

According to a second aspect of the present invention, there is provideda gaming device comprising a gaming unit, an operation unit, a memory,and a processor. The gaming unit operates in a game and presents a gameresult to a player. The operation unit is operated by the player whendetermining a bet amount of game media to be bet on the game. The memorystores therein a string of numbers that gradually increase by apredetermined increment, and a history of the bet amount in every game.The processor operates to: control an operation of the gaming unit insuch a manner that a game starts when the player operates the operationunit; determine win or loss of the game based on a predeterminedprobability; give a game medium to the player when it is determined thatthe game is won; store into the memory the bet amount determined throughthe operation unit in every game; calculate a balance of the game mediaat every predetermined number of games; compare the string of numbersand the history of the bet amount stored in the memory with each other,only when the balance is a plus; and control the gaming unit so as tomake a notification to a manager of the gaming device, when based on acomparison it is determined that the string of numbers is included inthe history of the bet amount.

According to a third aspect of the present invention, there is provideda gaming device comprising a gaming unit, an operation unit, a memory,and a processor. The gaming unit operates in a game and presents a gameresult to a player. The operation unit is operated by the player whendetermining a bet amount of game media to be bet on the game. The memorystores therein a string of numbers that gradually increase by apredetermined increment, and a history of the bet amount in every game.The processor operates to: control an operation of the gaming unit insuch a manner that a game starts when the player operates the operationunit; determine win or loss of the game based on a predeterminedprobability; give a game medium to the player when it is determined thatthe game is won; store into the memory the bet amount determined throughthe operation unit in every game; calculate a balance of the game mediaat every predetermined number of games; compare the string of numbersand the history of the bet amount stored in the memory with each other,only when the balance is a plus; and control the gaming unit so as todecrease the probability, when based on a comparison it is determinedthat the string of numbers is included in the history of the bet amount.

According to a fourth aspect of the present invention, there is provideda gaming device comprising a gaming unit, an operation unit, a memory,and a processor. The gaming unit operates in a game and presents a gameresult to a player. The operation unit is operated by the player whendetermining a bet amount of game media to be bet on the game. The memorystores therein a string of numbers that gradually increase by apredetermined increment, and a history of the bet amount in every game.The processor operates to: control an operation of the gaming unit insuch a manner that a game starts when the player operates the operationunit; determine win or loss of the game based on a predeterminedprobability; give a game medium to the player when it is determined thatthe game is won; store into the memory the bet amount determined throughthe operation unit in every game; compare the string of numbers and thehistory of the bet amount stored in the memory with each other, at everypredetermined number of games; and control the gaming unit so as to makea notification to a manager of the gaming device and also so as todecrease the probability, when based on a comparison it is determinedthat the string of numbers is included in the history of the bet amount.

According to a fifth aspect of the present invention, there is provideda gaming device comprising a gaming unit, an operation unit, a memory,and a processor. The gaming unit operates in a game and presents a gameresult to a player. The operation unit is operated by the player whendetermining a bet amount of game media to be bet on the game. The memorystores therein a string of numbers that gradually increase by apredetermined increment, and a history of the bet amount in every game.The processor operates to: control an operation of the gaming unit insuch a manner that a game starts when the player operates the operationunit; determine win or loss of the game based on a predeterminedprobability; give a game medium to the player when it is determined thatthe game is won; store into the memory the bet amount determined throughthe operation unit in every game; calculate a balance of the game mediaat every predetermined number of games; compare the string of numbersand the history of the bet amount stored in the memory with each other,only when the balance is a plus; and control the gaming unit so as tomake a notification to a manager of the gaming device and also so as todecrease the probability, when based on a comparison it is determinedthat the string of numbers is included in the history of the bet amount.

According to a sixth aspect of the present invention, there is provideda method of controlling a gaming device. The method comprises the stepsof: controlling an operation of a gaming unit that presents a gameresult to a player, so as to start a game, when the player operates anoperation unit in determining a bet amount of game media to be bet on agame; determining win or loss of the game based on a predeterminedprobability; giving a game medium to the player when it is determinedthat the game is won; storing into a memory the bet amount determinedthrough the operation unit in every game; and comparing a string ofnumbers that gradually increase by a predetermined increment and ahistory of the bet amount, which are stored in the memory, with eachother at every predetermined number of games.

According to a seventh aspect of the present invention, there isprovided a method of controlling a gaming device. The method comprisesthe steps of: controlling an operation of a gaming unit that presents agame result to a player, so as to start a game, when the player operatesan operation unit in determining a bet amount of game media to be bet ona game; determining win or loss of the game based on a predeterminedprobability; giving a game medium to the player when it is determinedthat the game is won; storing into a memory the bet amount determinedthrough the operation unit in every game; calculating a balance of thegame media at every predetermined number of games; comparing a string ofnumbers that gradually increase by a predetermined increment and ahistory of the bet amount, which are stored in the memory, with eachother, when the balance calculated in the step of calculating is a plus;and controlling the gaming unit so as to make a notification to amanager of the gaming device, when it is determined, in the step ofcomparing, that the string of numbers is included in the history of thebet amount.

According to a eighth aspect of the present invention, there is provideda method of controlling a gaming device. The method comprises the stepsof: controlling an operation of a gaming unit that presents a gameresult to a player, so as to start a game, when the player operates anoperation unit in determining a bet amount of game media to be bet on agame; determining win or loss of the game based on a predeterminedprobability; giving a game medium to the player when it is determinedthat the game is won; storing into a memory the bet amount determinedthrough the operation unit in every game; calculating a balance of thegame media at every predetermined number of games; comparing a string ofnumbers that gradually increase by a predetermined increment and ahistory of the bet amount, which are stored in the memory, with eachother, when the balance calculated in the step of calculating is a plus;and controlling the gaming unit so as to decrease the probability, whenit is determined, in the step of comparing, that the string of numbersis included in the history of the bet amount.

According to a ninth aspect of the present invention, there is provideda method of controlling a gaming device. The method comprises the stepsof: controlling an operation of a gaming unit that presents a gameresult to a player, so as to start a game, when the player operates anoperation unit in determining a bet amount of game media to be bet on agame; determining win or loss of the game based on a predeterminedprobability; giving a game medium to the player when it is determinedthat the game is won; storing into a memory the bet amount determinedthrough the operation unit in every game; comparing a string of numbersthat gradually increase by a predetermined increment and a history ofthe bet amount, which are stored in the memory, with each other at everypredetermined number of games; and controlling the gaming unit so as tomake a notification to a manager of the gaming device, when it isdetermined, in the step of comparing, that the string of numbers isincluded in the history of the bet amount.

According to a tenth aspect of the present invention, there is provideda method of controlling a gaming device. The method comprises the stepsof: controlling an operation of a gaming unit that presents a gameresult to a player, so as to start a game, when the player operates anoperation unit in determining a bet amount of game media to be bet on agame; determining win or loss of the game based on a predeterminedprobability; giving a game medium to the player when it is determinedthat the game is won; storing into a memory the bet amount determinedthrough the operation unit in every game; calculating a balance of thegame media at every predetermined number of games; comparing a string ofnumbers that gradually increase by a predetermined increment and ahistory of the bet amount, which are stored in the memory, with eachother, when the balance calculated in the step of calculating is a plus;and controlling the gaming unit so as to make a notification to amanager of the gaming device and also so as to decrease the probability,when it is determined, in the step of comparing, that the string ofnumbers is included in the history of the bet amount.

In the first to tenth aspect, the string of numbers and the history ofthe bet amount are compared with each other at every predeterminednumber of games. Thereby, unfair play based on a regular bet method canbe detected.

BRIEF DESCRIPTION OF THE DRAWINGS

Other and further objects, features and advantages of the invention willappear more fully from the following description taken in connectionwith the accompanying drawings in which:

FIG. 1 is a perspective view showing an appearance of a roulette gamingdevice according to an embodiment of the present invention;

FIG. 2 is a plan view of a roulette apparatus included in the roulettegaming device;

FIG. 3 is an explanatory view showing an example of an image displayedon an image display device of a station;

FIG. 4 is a block diagram showing an electrical construction of theroulette gaming device;

FIG. 5 schematically shows a storage region of a ROM of a server;

FIG. 6 schematically shows a storage region of a RAM of the server;

FIG. 7 schematically shows a configuration of a player identificationinformation storage area shown in FIG. 6;

FIG. 8 is a block diagram showing an electrical construction of theroulette apparatus;

FIG. 9 is a block diagram showing an electrical construction of thestation;

FIG. 10 schematically shows a storage region of a RAM of the station;

FIG. 11 schematically shows a bet amount history table shown in FIG. 10;

FIG. 12 schematically shows a number string table shown in FIG. 10;

FIGS. 13, 14, and 15 are flowcharts showing a game processing executedby the roulette gaming device;

FIG. 16 is an explanatory view for explaining a martingale;

FIG. 17 is an explanatory view for explaining a cocomo; and

FIG. 18 is an explanatory view for explaining a montecarlo.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

In the following, a certain preferred embodiment of the presentinvention will be described with reference to the accompanying drawings.

As shown in FIG. 1, a roulette gaming device 1 according to anembodiment of the present invention includes a cabinet 2, a rouletteunit 3, a total of twelve stations 4, an electro-luminescent display 5,and a server 13. The roulette unit 3 is provided on an upper face of thecabinet 2, substantially at a center thereof. On the twelve stations 4,players play games. The electro-luminescent display 5 is provided abovethe cabinet 2. Three of the stations 4 are arranged at each of foursides of the cabinet 2, so as to surround the roulette apparatus 3.

The roulette apparatus 3 will be described with reference to FIG. 2. Theroulette apparatus 3 has an annular frame 21 that is fixed to thecabinet 2 (see FIG. 1), and a roulette wheel 22 that is received andheld inside the frame 21 in a rotatable manner. A total of thirty-eightnumber pockets 23 are annularly provided on an upper face of theroulette wheel 22. Each number pocket 23 has a recessed shape. On theupper face of the roulette wheel 22, number plates 25 are annularlyprovided outside the number pockets 23 so as to correspond to the numberpockets 23. The number plates 25 indicate numbers “0”, “00”, and “1” to“36”, respectively.

A ball insertion slot 36 is formed within the frame 21. A ball inserter104 (see FIG. 8) is connected to the ball insertion slot 36. Along withdriving of the ball inserter 104, a ball 27 is inserted through the ballinsertion slot 36 onto the roulette wheel 22. The roulette apparatus 3is entirely covered from an upper side thereof by a transparent acryliccover 28 having a hemispheric shape (see FIG. 1).

A wheel drive motor 106 (see FIG. 8) is provided below the roulettewheel 22. Along with driving of the motor 106, the roulette wheel 22 isrotated.

A metal plate (not shown) is mounted at a predetermined position belowthe roulette wheel 22. As a sensor included in a pocket positiondetection circuit 107 (see FIG. 8) detects the metal plate, a positionof the number pocket 23 is detected.

The frame 21 gently slopes inward, and a guide wall 29 is formed at amiddle portion of the frame 21. A ball 27 inserted through the ballinsertion slot 36 rolls against centrifugal force while being guided bythe guide wall 29. As a rotational speed decreases to reduce centrifugalforce, the ball 27 rolls on a slope of the frame 21 inside the guidewall 29, then passes through the number plate 25 of the rotatingroulette wheel 22, and then is received into any number pocket 23.Consequently, a ball sensor 105 (see FIG. 8) determines which numberpocket 23 has received the ball 27.

Rotation of the roulette wheel 22 and insertion of the ball 27 arecontrolled based on a control signal that includes data about a drivingperiod of the motor 106, an initial ball speed, and an insertion delaytime.

The roulette wheel 22 rotates at a predetermined speed for the drivingperiod of the motor 106. When driving of the motor 106 is stopped, therotation speed of the roulette wheel 22 gradually decreases and finallythe roulette wheel 22 stops. The initial ball speed is an initial speedat a time when the ball 27 is inserted by driving of the ball inserter104. The insertion delay time is a period of time during rotation of theroulette wheel 22 from when a predetermined number pocket 23 passesthrough a predetermined position to when the ball 27 is inserted.

Next, the station 4 will be described with reference to FIG. 1. Eachstation 4 includes a medal insertion slot 6 through which the medal isinserted, a control panel 7 having buttons, and an image display device8 on which an image relating to a game is displayed. In playing a game,a player operates a touch panel 50 (see FIG. 9), the control panel 7 andthe like while watching an image displayed on the image display device8. The touch panel 50 is formed on a front face of the image displaydevice 8.

Each station 4 further includes a medal payout opening 9, a speaker 10,and a WIN lamp 11. The medal payout opening 9 is formed on a side faceof the cabinet 2. The speaker 10, which outputs music, effect sounds andthe like, is provided on an upper-right side of the image display device8. The WIN lamp 11 is disposed adjacent to the speaker 10.

In this embodiment, a “game” includes a base game and a jackpot(hereinafter referred to as “JP”) bonus game. The base game is aso-called roulette game. Win or loss of a game is determined, and also apayout amount is determined when the game is won, based on, in theroulette apparatus 3, in which number pocket 23 the ball 27 insertedonto the roulette wheel 22 is received and also based on a bettingobject selected by a player. Regarding the JP bonus game, the server 13determines whether a JP bonus game has occurred or not and, when a JPbonus game has occurred, the server 13 also determines a payout amount.In addition, a “game” means a series of operations that occur while aplayer makes a bet in the station 4, a ball 27 inserted onto theroulette wheel 22 is received into a number pocket 23, and a payout isperformed. A bet includes selection of a betting object anddetermination of a bet amount on the betting object.

When a player at a certain station 4 wins a base game, a WIN lamp 11 ofthis station 4 is turned on. In a JP bonus game as well, a WIN lamp 11of a winning station 4 is turned on. In order that every player playingon the roulette gaming device 1 can check win/lose of the other players,each WIN lamp 11 is positioned so as to be visible from players usingthe other stations 4.

A medal sensor 97 (see FIG. 9) is provided inside the medal insertionslot 6. The medal sensor 97 detects a medal inserted through the medalinsertion slot 6. The medal is converted into a credit, and reserved inthe station 4. In this embodiment, one medal is equivalent to onecredit. A hopper 94 (see FIG. 9) that ejects a predetermined number ofmedals through the medal payout opening 9 is provided inside the medalpayout opening 9.

The server 13 is accommodated within a corner 12 of the cabinet 2 so asnot to be operated by a player. By opening a corner door 14 that isprovided at the corner 12 using a keyswitch, a manager of the roulettegaming device 1 operates the sever 13 and makes various settings of theroulette gaming device 1.

The electro-luminescent display 5 includes a JP amount indicator 15.There are three kinds of JPs, “MEGA”, “MAJOR”, and “MINI”. For a “MEGA”JP, 0.15% of a bet amount in each station 4 is accumulated. For a“MAJOR” JP, 0.20% of a bet amount in each station 4 is accumulated. Fora “MINI” JP, 0.30% of a bet amount in each station 4 is accumulated. Ina JP bonus game, when a station 4 wins any JP, an accumulated amount forthis JP is paid out. A current accumulated amount for, among the threekinds of JPs, the “MEGA” JP is indicated in the JP amount indicator 15.The JP amount indicator 15 is provided at a top of theelectro-luminescent display 5 so that all players playing at thestations 4 see and recognize indication.

Next, an example of images displayed on the image display device 8 willbe described with reference to FIG. 3. During a game, a BET screen 61 isdisplayed on the image display device 8. A player plays a game bytouching the touch panel 50 provided on the front face of the imagedisplay device 8 while watching the BET screen 61. The BET screen 61 hasa table-type betting board 60, a winning number history indicator 65, aBET button 66, a last game result indicator 67, a credit indicator 68, aBET time indicator 69, and an accumulated amount indicators 73, 74, and75. The winning number history indicator 65, the BET button 66, the lastgame result indicator 67, the credit indicator 68 are provided below thebetting board 60. The BET time indicator 69, and the accumulated amountindicators 73, 74, and 75 are provided above the betting board 60. Theaccumulated amount indicators 73, 74, and 75 indicate currentaccumulated amounts for the “MEGA” JP, the “MAJOR” JP, and the “MINI”JP, respectively.

On the betting board 60, thirty eight BET areas are arranged in amatrix. Numbers “0”, “00”, and “1” to “36” are indicated in the thirtyeight BET areas. BET areas for selecting an “odd number”, an “evennumber”, a “color of the number plate 25 (red or black)”, and “apredetermined range of numbers (“1” to “12” for example)”, respectively,are also arranged in a matrix.

Every time a game ends, a winning number is added to a top in thewinning number history indicator 65. The winning number historyindicator 65 indicates a list of winning numbers in previous sixteengames at the maximum.

The BET button 66 is pressed after a player selects a betting object.The BET button 66 includes a 1-BET button 66A, a 5-BET button 66B, a10-BET button 66C, and a 100-BET button 66D.

When a player selects a betting object by touching the touch panel 50with his/her finger or the like (see points 72 in the BET area or on aboundary line between the BET areas), the betting object is indicated bya cursor 70. When the player subsequently presses the 1-BET button 66Aonce, one credit is bet. Every time the 1-BET button 66A is pressed, abet amount increases by one. When a player presses the 5-BET button 66Bonce, five credits are bet. Every time the 5-BET button 66B is pressed,a bet amount increases by five.

When a player presses the 10-BET button 66C once, ten credits are bet.Every time the 10-BET button 66C is pressed, a bet amount increases byten. When a player presses the 100-BET button 66D once, one hundredcredits are bet. Every time the 100-BET button 66D is pressed, a betamount increases by 100.

The last game result indicator 67 indicates a bet amount and a payoutamount in the last game. An amount obtained by subtracting the betamount from the payout amount is a credit the player has acquired in thelast game.

The credit indicator 68 indicates a credit amount currently held by aplayer, that is, a credit reserved in the station 4. When a bet is made,an amount indicated in the credit indicator 68 decreases by a betamount. When a betting object wins and a payout is made, a creditincreases by an amount corresponding to a payout amount. A game endswhen a credit held by a player becomes zero.

The BET time indicator 69 indicates a rest of a predetermined bet periodduring which a bet can be received. At a start of the bet period, theBET time indicator 69 indicates “20”. The value decreases by one persecond, and the bet period ends when “zero” is indicated. At a time whena rest time becomes five seconds, the ball inserter 104 is driven and aball 27 is inserted onto the roulette wheel 22.

The accumulated amount indicators 73, 74, and 75 indicate accumulatedamounts of 0.15%, 0.20%, and 0.30%, respectively, of a bet amount onevery game in each station 4. Values indicated in the accumulated amountindicators 73, 74, and 75 are common to all the stations 4. When, in theJP bonus game, there is a player who wins any JP, a current accumulatedamount for the JP is paid out to the player. After a payout is made, thecorresponding indicator 73, 74, or 75 indicates an initial value for thecorresponding JP. An initial value for the “MINI” JP is 200, an initialvalue for the “MAJOR” JP is 5000, and an initial value for the “MEGA” JPis 50000.

A cursor 70 and marks 71 are shown on the betting board 60. The cursor70 indicates a betting object selected by a player. The marks 71 showbetting objects selected by now, and bet amounts on the betting objects.For example, a “7” mark 71, which is shown in an “18” BET area (thoughthe figure “18” is hidden under the mark 71 in FIG. 3), shows that sevencredits are bet on the number “18”. Betting on only one number like thisis called a “straight bet”.

In FIG. 3, a “1” mark 71, which locates at a point of intersection ofthe “5” BET area, the “6” BET area, the “8” BET area, and the “9” BETarea, shows that one credit is bet on each of the four numbers “5”, “6”,“8”, and “9”. Betting on four numbers like this is called a “cornerbet”.

As other bet methods, betting on two numbers by disposing the cursor 70on a boundary line between two BET areas is called a “split bet”,betting on three numbers by disposing the cursor 70 at an end of a rowof three numbers (for example, “13”, “14”, and “15”) is called a “streetbet”, and betting on five numbers “0”, “00”, “1”, “2”, and “3” bydisposing the cursor 70 on a boundary line between “00” and “3” iscalled a “five bet”.

As other bet methods, in addition, betting on a total of six numbersarranged in two rows (for example, “13”, “14”, “15”, “16”, “17”, and“18”) is called a “line bet”, betting on a corresponding column oftwelve numbers by disposing the cursor 70 in a “2 to 1” BET area iscalled a “column bet”, and betting on corresponding twelve numbers bydisposing the cursor 70 in a “1st 12” BET area, a “2nd 12” BET area, ora “3rd 12” BET area is called a “dozen bet”.

Further, there is such a bet method that six BET areas provided at abottom of the betting board 60 are used to bet on eighteen numbersdepending on a color of the number plate 25 (red or black), odd or evenof the number, and whether the number is not more than 18 or not lessthan 19. The above-described several bet methods differ in payout rate.

Like this, several bet methods with different payout rates are offeredto a player. Moreover, for example, a winning probability for each ofthe “odd number”, the “even number”, the “color of the number plate 25(red or black)” is 50%, whereas a winning probability for each of thethirty-eight numbers arranged in a matrix is smaller than 50%. Likethis, many betting objects with different winning probabilities areprovided on the betting board 60. Selection of a bet method from theseveral bet methods and a betting object from the several bettingobjects is left to the player.

Next, an electrical construction of the roulette gaming device 1 will bedescribed with reference to FIGS. 4 to 12.

First, an electrical construction of the server 13 will be described. Asshown in FIG. 4, the server 13 is connected to each of the twelvestations 4, the roulette apparatus 3, and the electro-luminescentdisplay 5. The server 13 has a CPU 81, a ROM 82, a RAM 83, a timer 84, aliquid crystal drive circuit 85, and a keyboard 33. The ROM 82, the RAM83, the timer 84, the liquid crystal drive circuit 85, and the keyboard33 are respectively connected to the CPU 81. The CPU 81 controls a wholeof the server 13. The liquid crystal drive circuit 85 is connected tothe liquid crystal display 32.

The CPU 81 executes various processings based on input signals from thestation 4 or the roulette apparatus 3, data and programs stored in theROM 82 or the RAM 83, and the like. Based on the result of theprocessings, the CPU 81 transmits a control signal to the stations 4,the roulette apparatus 3, and the electro-luminescent display 5, tothereby leadingly control the stations 4, the roulette apparatus 3, andthe electro-luminescent display 5. For example, the CPU 81 transmits acontrol signal to the roulette apparatus 3, to control insertion of aball 27 and rotation of the roulette wheel 22.

The ROM 82 is made of a semiconductor memory for example. The ROM 82stores therein a program for implementing basic functions of theroulette gaming device 1, a program for notifying a maintenance timingof the gaming device 1, a program for setting a condition of thenotification, a program for performing a maintenance, a program forcalculating a payout rate, a program for leadingly controlling therespective stations 4.

The RAM 83 temporarily stores therein bet information received from therespective stations 4, winning number data received from the rouletteapparatus 3, data about current accumulated amounts for the respectiveJP, data about results of processings executed by the CPU 81, and thelike.

The timer 84 measures time, and transmits time data to the CPU 81. Basedon the time data, the CPU 81 controls rotation of the roulette wheel 22and insertion of the ball 27.

The CPU 81 presents an illumination effect by controlling light emissionfrom an LED or the like of the electro-luminescent display 5. Also, theCPU 81 controls the electro-luminescent display 5 so as to display apredetermined character and the like. The CPU 81 controls the JP amountindicator 15 of the electro-luminescent display 5 so as to display acurrent accumulated amount for the “MEGA” JP.

As shown in FIG. 5, the ROM 82 has a payout rate storage area 82A. Thepayout rate storage area 82A stores therein payout rates for therespective bet methods. As described above, the payout rate differsdepending on bet methods such as the “straight bet”, the “corner bet”,and the “split bet”. The payout rate is predetermined, such as to be“2”, “36”, and the like.

As shown in FIG. 6, the RAM 83 has a bet information storage area 83A, awinning number storage area 83B, and accumulated amount storage areas83C, 83D, and 83E. The bet information storage area 83A stores thereinbet information transmitted from the respective stations 4.

The winning number storage area 83B stores therein a winning numberdetermined by the ball sensor 105. The accumulated amount storage areas83C, 83D, and 83E store therein accumulated amounts for the “MINI” JP,the “MAJOR” JP, and the “MEGA” JP, respectively. Here, the betinformation includes a betting object selected, a bet amount on thebetting object, a kind of a bet method, and the like.

The RAM 83 also has a payout amount storage area 83F. The payout amountstorage area 83F stores therein payout amounts in a predetermined numberof past games. A payout amount to all players may be stored in thepayout amount storage area 83F, or alternatively a payout amount toevery player may be stored in the payout amount storage area 83F.

The RAM 83 further has a player identification information storage area83G that stores therein information for identifying players. Asinformation for identifying players, as shown in FIG. 7 for example,players' face image data are stored in the storage area 83G.

Next, an electrical construction of the roulette apparatus 3 will bedescribed. As shown in FIG. 8, the roulette apparatus 3 has a controller109, a pocket position detection circuit 107, a ball inserter 104, aball sensor 105, a wheel drive motor 106, and a ball collector 108. Thepocket position detection circuit 107, the ball inserter 104, the ballsensor 105, the wheel drive motor 106, and the ball collector 108 arerespectively connected to the controller 109.

The controller 109 includes a CPU 101, a ROM 102, and a RAM 103. The CPU101 controls insertion of the ball 27 and rotation of the roulette wheel22 based on a control signal supplied from the server 13, data andprograms stored in the ROM 102 or the RAM 103, and the like.

The pocket position detection circuit 107 includes a sensor. The pocketposition detection circuit 107 detects a position of the number pocket23 by using the sensor to detect a metal plate mounted on the roulettewheel.

The ball inserter 104 inserts the ball 27 through the ball insertionslot 36 (see FIG. 2) onto the roulette wheel 22, at an initial speedthat is included in a control signal supplied from the CPU 101 and at atiming that is based on an insertion delay time included in the controlsignal. To be more specific, the ball 27 is inserted after the insertiondelay time has elapsed since the pocket position detection circuit 107detects that a predetermined number pocket 23, for example “00”, passedbefore the ball insertion slot 36 for example.

The ball sensor 105 determines which number pocket 23 has received theball 27, and outputs a detection signal indicating a result of thisdetermination. The wheel drive motor 106 rotates the roulette wheel 22,and stops driving after a driving period included in the control signalhas elapsed since the driving started. The ball collector 108 collectsthe ball 27 existing on the roulette wheel 22 after a game.

Next, an electrical construction of the station 4 will be described. Thetwelve stations 4 included in the roulette gaming device 1 basicallyhave the same constructions. In the following, therefore, one station 4will be described.

As shown in FIG. 9, the station 4 has a controller 90 including a CPU91, a ROM 92, and a RAM 93. The ROM 92 is made of a semiconductor memoryfor example. The ROM 92 stores therein a program for implementing basicfunctions of the station 4, other various programs necessary forcontrolling the station 4, a data table, and the like. The RAM 93temporarily stores therein data about results of processings executed bythe CPU 91, a credit value currently held by a player, a state ofbetting by a player, and the like.

As shown in FIG. 10, the RAM 93 stores therein a bet amount historytable 93A (see FIG. 11) and a number string table 93B (see FIG. 12). Inthe bet amount history table 93A, a bet amount is stored in associationwith a game number. In the number string table 93B, a predeterminedstring of gradually increasing numbers is stored. A number string shownin FIG. 12 is a part of a number string for a bet method called amartingale. The RAM 93 further has a balance storage area 93C and aplayer identification information storage area 93D. The balance storagearea 93C stores therein a credit balance that is calculated at everypredetermined number of games, for example every five games. Like theabove-described storage area 83G, the player identification informationstorage area 93D stores therein players' face image data.

A BET fix button 47, a payout button 48, a help button 49, and a cameral46, which are provided on the control panel 7 (see FIG. 1), areconnected to the CPU 91.

After a player makes a bet using the image display device 8, the BET fixbutton 47 is pressed in order to fix the bet. The payout button 48 ispressed when a game ends for example. When the payout button 48 ispressed, medals equivalent to a credit currently held by a player areejected from the medal payout opening 9.

The help button 49 is pressed when a game rule and how to operate thestation 4 are unclear. When the help button 49 is pressed, a help screenis displayed on the image display device 8.

The camera 46 images a face of a player playing a game on the station 4,and transmits generated face image data to the CPU 91.

Based on a signal outputted from the buttons 47 to 49 in accordance withpressing by a player, and data and programs stored in the ROM 92 or theRAM 93, the CPU 91 executes various processings, and transmits dataabout a result of the processings to the CPU 81 of the server 13.

In addition, the CPU 91 receives a control signal from the CPU 81 of theserver 13, and controls respective parts of the station 4 based on thecontrol signal.

A hopper 94 is connected to the CPU 91. The hopper 94 ejects apredetermined number of medals from the medal payout opening 9 (see FIG.1), based on a control signal from the CPU 91.

The image display device 8 is also connected to the CPU 91 through theliquid crystal drive circuit 95. The liquid crystal drive circuit 95 hasa program ROM, an image ROM, an image control CPU, a work RAM, a VDP(Video Display Processor), and a video RAM.

The program ROM stores therein an image control program relating todisplay on the image display device 8, various selection tables, and thelike. The image ROM stores therein, for example, dot data used forforming an image to be displayed on the image display 8. Based on aparameter set by the CPU 91 and in accordance with an image controlprogram prestored in the program ROM, the image control CPU determines,among the dot data prestored in the image ROM, an image to be displayedon the image display device 8.

The work RAM is a temporary storage used when the image control CPUexecutes the image control program. The VDP forms an image correspondingto display contents determined by the image control CPU, and outputs theimage to the image display device 8. The video RAM is a temporarystorage used when the VDP forms an image.

When a player selects a betting object, determines a bet amount, and thelike, the touch panel 50 transmits a signal indicating a touchedposition to the CPU 91. The CPU 91 stores bet information included inthe signal into the RAM 93. In addition, the CPU 91 stores, among thebet information, data relating to the bet amount into the bet amounthistory table 93A of the RAM 93 (see FIG. 10) in such a manner that thedata are associated with a game number. Further, the bet information istransmitted to the CPU 81 of the server 13, and stored into the betinformation storage area 83A of the RAM 83 of the server 13 (see FIG.6).

The speaker 10 is also connected to the CPU 91 through the sound outputcircuit 96. The speaker 10, which generates an effect sound based on thesound output circuit 96, presents various effects.

The medal sensor 97 is also connected to the CPU 91. The medal sensor 97detects a medal inserted through the medal insertion slot 6 (see FIG.1), and transmits a detection signal to the CPU 91. The CPU 91 countsthe number of medals based on the detection signal, increases a creditheld by a player by an amount equivalent to the number of medals, andstores the credit thus increased into the RAM 93.

A WIN lamp 11 is also connected to the CPU 91. When a game (including aJP) is won, or when a fraud is detected, the CPU 91 controls the WINlamp 11 so as to emit light of a predetermined color.

Next, with reference to FIGS. 13 to 15, a description will be given togame processings executed by the station 4, the server 13, and theroulette apparatus 3, respectively.

First, a game processing executed by the station 4 will be described.

As shown in FIG. 13, first, the CPU 91 of the station 4 determines basedon a detection signal from the medal sensor 97 whether a medal has beeninserted by a player or not (S10). When the CPU 91 determines that amedal has not been inserted (S10: NO), the same processing is repeateduntil the CPU 91 determines that a medal has been inserted.

When the CPU 91 determines that a medal has been inserted (S10: YES),the CPU 91 converts the medal into a credit (S11). In this embodiment,one medal is converted into one credit, and a credit value correspondingto the number of medals is stored in the RAM 93. Then, the CPU 91transmits a medal detection signal indicating medal insertion to theserver 13 (S12).

Then, the CPU 91 displays the BET screen 61 (see FIG. 3) on the imagedisplay device 8 (S13). Then, the CPU 91 starts to receive a bet (S14).A player is permitted to make a bet by operating the touch panel 50within a predetermined bet period. In a case where a game is played incontinuation with the last game, a bet reception is started immediatelyafter the last game ends.

Then, the CPU 91 receives a bet period end signal indicating that thebet period ends from the CPU 81 of the server 13 (S15). The CPU 91displays an image indicating that the bet period ends on the imagedisplay device 8, and ends the bet reception (S16).

Then, the CPU 91 transmits bet information to the CPU 81 of the server13 (S17).

Further, the CPU 91 stores, among the bet information, data relating toa bet amount into the bet amount history table 93A of the RAM 93 (seeFIG. 10) (S17 a).

Then, the CPU 91 controls the camera 46 so as to image a face of theplayer (S17 b). Then, the CPU 91 stores face image data received fromthe camera 46, into the player identification information storage area93D.

Then, as shown in FIG. 14, the CPU 91 receives from the server 13 dataabout a result of a JP bonus game determination processing S38 that isexecuted by the server 13 as will be described later (S18). The dataabout the result include data about whether a JP bonus game occurs ornot, data about determination of whether each of the twelve stations 4wins or loses in a case where the JP bonus game occurs, and data aboutwhich of the “MEGA” JP, the “MAJOR” JP, and the “MINI” JP is won in acase where a JP is won.

Then, based on the data of the result received in S18, the CPU 91determines whether a JP bonus game occurs or not (S19). When the CPU 91determines that a JP bonus game does not occur (S19: NO), the processinggoes to S21.

When the CPU 91 determines that a JP bonus game occurs (S19: YES), theCPU 91 executes a JP bonus game processing (S20). Here, based on thedata of the result received in S18, the CPU 91 displays a game result,that is, win or lose, on the image display device 8. Then, the CPU 91receives payout amount data transmitted from the server 13 (S21). Thepayout amount data include payout amount data in a base game and payoutamount data in a JP bonus game.

Then, based on the payout amount data received in S21, the CPU 91 paysout a credit (S22). At this time, a payout amount in a base game and apayout amount in a JP bonus game are added to a credit, and stored intothe RAM 93. Further, when the payout button 48 is pressed, medalsequivalent to the credit currently stored in the RAM 93 are ejected fromthe medal payout opening 9.

Then, as shown in FIG. 15, the CPU 91 transmits to the server 13 theplayer's face image data stored in the player identification informationstorage area 93D of the RAM 93 (S70).

Then, the CPU 91 receives from the server 13 data about the number ofgames that is determined in a later-described manner (S72).

Then, the CPU 91 determines whether the number of games played by theplayer has reached the number corresponding to the data received in S72or not (S74). When the CPU 91 determines that the number of games playedby the player has not reached the number corresponding to the datareceived in S72 (S74: NO), the CPU 91 starts a next game. That is, theCPU 91 returns the processing to S13 in FIG. 13, and starts to receive abet for the next game in S14. When the CPU 91 determines that the numberof games played by the player has reached the number corresponding tothe data received in S72 (S74: YES), the CPU 91 initialize the gamenumber, that is, resets the game number to 1. Then, the CPU 91calculates a credit balance, and stores a calculation result into thebalance storage area 93C of the RAM 93 (S76).

Then, the CPU 91 determines whether the balance calculated in S76 is aplus or not (S78). When the CPU 91 determines that the balance is not aplus (S78: NO), the CPU 91 starts a next game. That is, the CPU 91returns the processing to S13 in FIG. 13, and starts to receive a betfor the next game in S14. When the CPU 91 determines that the balance isa plus (S78: YES), the CPU 91 compares a bet amount history stored inthe bet amount history table 93A, with a number string stored in thenumber string table 93B (S80).

Subsequently, the CPU 91 determines whether there is a fraud or not,based on whether the number string stored in the number string table 93Bis included in the bet amount history stored in the bet amount historytable 93A or not (S82). More specifically, the CPU 91 determines thatthere is a fraud, in a case where the number string is included in thebet amount history. When the CPU 91 determines that there is not a fraud(S82: NO), the CPU 91 starts a next game. That is, the CPU 91 returnsthe processing to S13 in FIG. 13, and starts to receive a bet for thenext game in S14. When the CPU 91 determines that there is a fraud (S82:YES), the CPU 91 controls, for example, the electro-luminescent display5, the WIN lamp 11, the speaker 10 and the like, so as to inform themanager of the roulette gaming device 1 that there is a fraud (S84).

Then, the CPU 91 decreases a winning probability in a base game (S86). Aprocedure therefor will be described. As described above, many bettingobjects with different winning probabilities are provided on the bettingboard 60 (see FIG. 3). For example, a winning probability for each ofthe “odd number”, the “even number”, the “color of the number plate 25(red or black)” is 50%, whereas a winning probability for each of thethirty-eight numbers arranged in a matrix is smaller than 50%. In S86,the CPU 91 decreases a winning probability by controlling to makebetting objects with relatively higher winning probabilities, such asthe “odd number”, the “even number”, and the “color of the number plate25 (red or black)”, unselectable.

Then, the CPU 91 transmits again to the server 13 face image data storedin the player identification information storage area 93D of the RAM 93(S88).

Then, when a game continues in any station 4 (S89: YES), the CPU 91starts a next game. That is, the CPU 91 returns the processing to S13 inFIG. 13, and starts to receive a bet for the next game in S14. When agame ends without continuing in any station 4 (S89: NO), a gameprocessing ends.

Next, a game processing executed by the server 13 will be described.

As shown in FIG. 13, first, the CPU 81 of the server 13 receives a medaldetection signal transmitted from the CPU 91 of any station 4 (S30).

The CPU 81 starts a bet period at a time when a first player to enter agame inserts a medal, that is, at a time when a medal detection signalis received from the CPU 91 of any station 91 for the first time, andthe CPU 81 drives the timer 84 (see FIG. 4) to start measuring a time(S31).

Then, based on a time measurement by the timer 84, the CPU 81 determineswhether a rest of the bet period has become five seconds or not (S32).When the CPU 81 determines that a rest of the bet period has not becomefive seconds (S32: NO), the same processing is repeated until the restof the bet period becomes five seconds.

When the CPU 81 determines that a rest of the bet period has become fiveseconds (S32: YES), the CPU 81 transmits to the roulette apparatus 3 acontrol signal for starting operations of the roulette apparatus 3(S33).

Then, based on the time measurement by the timer 84, the CPU 81determines whether the bet period has expired or not (S34). When the CPU81 determines that the bet period has not expired (S34: NO), the sameprocessing is repeated until the bet period expires.

When the CPU 81 determines that the bet period has expired (S34: YES),the CPU 81 transmits a bet period end signal to the station 4 (S35).

Then, the CPU 81 receives bet information from the respective stations 4(S36). The bet information is stored in the bet information storage area83A of the RAM 83.

Then, based on the bet information received in S36, the CPU 81calculates an accumulated amount for a JP (S37). To be more specific,the CPU 81 totals bet amounts included in the bet information from therespective stations 4, and adds 0.30%, 0.20%, and 0.15% of a totalamount to accumulated amounts that are stored in the accumulated amountstorage areas 83C, 83D, and 83E for the “MINI” JP, the “MAJOR” JP, andthe “MEGA” JP, respectively. Further, based on the accumulated amountfor a JP thus calculated, the CPU 81 updates indication in the JP amountindicator 15 and the accumulated amount indicators 73 to 75.

Then, as shown in FIG. 14, the CPU 81 executes a JP bonus gamedetermination processing (S38). More specifically, based on apredetermined probability, the CPU 81 determines whether a JP bonus gameoccurs or not, using a random number that is sampled by a samplingcircuit or the like. Further, when the CPU 81 determines that a JP bonusgame occurs, the CPU 81 determines win or lose for each of the twelvestations 4 based on a predetermined probability. In addition, when a JPis won, the CPU 81 determines which JP is won, “MEGA”, “MAJOR”, and“MINI”.

Then, the CPU 81 transmits data about a result of the processing of S38to the respective station 4 (S39). Then, the CPU 81 transmits to theroulette apparatus 3 a signal commanding transmission of a detectionsignal from the ball sensor 105 (S40). Then, the CPU 81 receives adetection signal from the roulette apparatus 3 (S41).

Then, based on the detection signal received in S41, the CPU 81determines which number pocket 23 has received the ball 27 (S42). Then,based on the bet information of the respective stations 4 received inS36 and the number pocket 23 determined in S42, the CPU 81 determineswin or lose of a base game in each of the stations 4 (S43).

Then, the CPU 81 calculates a payout amount in each station 4 (S44).More specifically, the CPU 81 calculates a payout amount in the basegame for every station 4, based on the bet information received in S36,the number pocket 23 determined in S42, a payout rate stored in thepayout rate storage area 82A of the ROM 82, and the like. Further, theCPU 81 calculates a payout amount in a JP bonus game for every station4, based on the result of the processing in S38, the accumulated amountcalculated in S37, and the like. Then, a sum of the payout amount in thebase game and a payout amount in the JP bonus game is set as a payoutamount in each station 4.

Next, the CPU 81 transmits data about the payout amount in each station4, which has been calculated in S44, to the corresponding station 4(S45).

Then, the CPU 81 transmits a control signal commanding a collection ofthe ball 27, to the roulette apparatus 3 (S46). The roulette apparatus3, which has received the control signal, drives the ball collector 108and collects the ball 27 existing on the roulette wheel 22. The ball 27thus collected is used in a next and subsequent games, too.

Then, as shown in FIG. 15, the CPU 81 receives player's face image datafrom the respective stations 4 (S100). The CPU 81 searches the playeridentification information storage area 83G of the RAM 83 for the faceimage data received (S102). Then, in accordance with a search resultobtained in S102, the CPU 81 determines the number of games (S104). Atevery number of games thus determined, a bet amount history and a numberstring is compared with each other in order to detect a fraud. Morespecifically, when it is determined from the search result obtained inS102, that the face image data received in S100 match any face imagedata stored in the player identification information storage area 83G,that is, that the face image data received in S100 match face image dataof a player who made a fraud before, a value obtained by subtractingsome from a predetermined initial value such as five is determined asthe number of games (S104). On the other hand, when it is determinedfrom the search result obtained in S102, that the face image datareceived in S100 do not match any face image data stored in the playeridentification information storage area 83G, a predetermined initialvalue such as five is determined as the number of games.

In S106, the CPU 81 transmits to the station 4 data about the number ofgames determined in S104.

Then, the CPU 81 receives again the player's face image data from therespective stations 4 (S108). The face image data are stored in theplayer identification information storage area 83G (S110).

Then, the CPU 81 shifts the processing to S30 in FIG. 13.

Next, a game processing executed by the roulette apparatus 3 will bedescribed.

As shown in FIG. 13, first, based on a control signal received from theserver 13, the CPU 101 of the roulette apparatus 3 drives the wheeldrive motor 106 for a predetermined period of time to rotate theroulette wheel 22 (S60).

Then, the CPU 101 determines whether a predetermined period of time, forexample twenty seconds, has elapsed since the roulette wheel 22 startedto rotate, or not (S61). When the CPU 101 determines that thepredetermined period of time has not elapsed (S61: NO), the sameprocessing is repeated until it is determined that the predeterminedperiod of time has elapsed.

When the CPU 101 determines that the predetermined period of time haselapsed (S61: YES), the CPU 101 drives the pocket position detectioncircuit 107. Then, the CPU 101 determines whether the pocket positiondetection circuit 107 has detected that a predetermined number pocket23, for example “00”, passed through a predetermined position such asbefore the ball insertion slot 36, or not (S62). When the CPU 101determines that it has not been detected (S62: NO), the same processingis repeated until the CPU 101 determines that it has been detected.

When the CPU 101 determines that it has been detected (S62: YES), theCPU 101 controls the ball inserter 104 so as to insert the ball 27 afteran insertion delay time has elapsed, based on a control signal receivedfrom the server 13 (S63). At this time, the ball inserter 104 insertsthe ball 27 at an initial speed corresponding to initial speed dataincluded in the control signal. Then, in S64, the CPU 101 receives asignal that is transmitted by the server 13 in S40, as shown in FIG. 14.In response to the signal, the CPU 101 transmits a detection signal bythe ball sensor 105 to the server 13 (S65).

Then, the CPU 101 shifts the processing to S60 in FIG. 13.

According to this embodiment, as described above, a bet amount historyand a number string is compared with each other at every predeterminednumber of games (see S74 to S80 in FIG. 15). Thereby, unfair play basedon a regular bet method, that is, the martingale in this embodiment, canbe detected.

The above-mentioned comparison is performed when a balance is a plus(see S76 and S80 in FIG. 15). As a result, a fraud can be detected moreefficiently.

When a fraud is detected, it is notified to a manager (see S82 and S84in FIG. 15). As a result, the manager recognizes a player who has made afraud and a station 4 on which fraud occurs. Therefore, it is possibleto prevent subsequent frauds.

When a fraud is detected, a winning probability is decreased (S82 andS86 in FIG. 15). This can avoid unfair profits based on unfair play.

When a fraud is detected, face image data of a player who uses thestation 4 on which the fraud is detected are stored in the playeridentification information storage area 83G of the RAM 83 of the server13 (see S82 and S88, and S108 and S110 in FIG. 15). Therefore, it ispossible to further effectively prevent subsequent frauds.

The server 13 searches the player identification information storagearea 83G, for face image data of a player received from each station 4(see S102 in FIG. 15). When it is determined from the search resultobtained, that the received face image data match any face image datastored in the player identification information storage area 83G, thatis, that the received face image data match face image data of a playerwho made a fraud before, a value obtained by subtracting some from apredetermined initial value such as five is determined as the number ofgames (see S104 in FIG. 15). As a consequence, a player who made a fraudbefore is frequently referred to for checking whether he/she is making afraud or not. Therefore, a fraud made by the same player can be detectedat an early stage.

With the above-described construction, the roulette gaming device 1 ofthis embodiment can improve entertainment properties.

The roulette gaming device 1 according to the above-described embodimentis standalone type one that is not connected to a network. However, thepresent invention is applicable to a gaming device that is connected toa network.

Applications of the present invention are not limited to a roulettegaming device. The present invention may be applied to various gamingdevices such as a card-game device and the like. In addition, althoughthe roulette gaming device 1 according to the above-described embodimentincludes the roulette apparatus 3, the stations 4, and the server 13,the present invention may be applied to a single roulette apparatus foruse of a singly player, for example. In such a case, the above-describedfraud detection controlling may be performed in the single rouletteapparatus.

In the roulette gaming device 1 according to the above-describedembodiment, several stations 4 are provided so that several playerssimultaneously play a game and individually determine bet amounts.However, this is not limitative. The present invention is applicable toa gaming device for use of a single player.

In the above-described embodiment, a game medium is a medal and a creditstored in the station 4. However, this is not limitative. A medium maybe money such as a coin.

In the above-described embodiment, the player identification informationis face image data of a player. However, this is not limitative. Theplayer identification information may be information based on a knownPTS (Player Tracking System) for example.

In the above-described embodiment, a winning probability of a base gameis decreased after a fraud is detected. However, this is not limitative.It may be possible to decrease a winning probability of a JP bonus game.

A number string stored in the number string table 93B may be not onlyfor the martingale but also for other bet methods such as the cocomo,the montecarlo and the like, as long as the number string is for a betmethod considered to be unfair.

The bet amount history table 93A and the number string table 93B may notnecessarily be stored in a memory of the station 4, but may be stored ina memory of the server 13. The server 13 may perform determination of afraud and notification to a manager.

While this invention has been described in conjunction with the specificembodiments outlined above, it is evident that many alternatives,modifications and variations will be apparent to those skilled in theart. Accordingly, the preferred embodiments of the invention as setforth above are intended to be illustrative, not limiting. Variouschanges may be made without departing from the spirit and scope of theinvention as defined in the following claims.

1. A gaming device comprising: a gaming unit that operates in a game andpresents a game result to a player; an operation unit that is operatedby the player when determining a bet amount of game media to be bet onthe game; a memory that stores therein a string of numbers thatgradually increase by a predetermined increment, and a history of thebet amount in every game; and a processor that operates to: control anoperation of the gaming unit in such a manner that a game starts whenthe player operates the operation unit; determine win or loss of thegame based on a predetermined probability; give a game medium to theplayer when it is determined that the game is won; store into the memorythe bet amount determined through the operation unit in every game; andcompare the string of numbers and the history of the bet amount storedin the memory with each other, at every predetermined number of games.2. The gaming device according to claim 1, wherein the processor furtheroperates to: calculate a balance of the game media at the everypredetermined number of games; and compare the string of numbers and thehistory of the bet amount stored in the memory with each other, onlywhen the balance is a plus.
 3. The gaming device according to claim 1,wherein the processor further operates to control the gaming unit so asto make a notification to a manager of the gaming device, when based ona comparison it is determined that the string of numbers is included inthe history of the bet amount.
 4. The gaming device according to claim1, wherein the processor further operates to control the gaming unit soas to decrease the probability, when based on a comparison it isdetermined that the string of numbers is included in the history of thebet amount.
 5. A gaming device comprising: a gaming unit that operatesin a game and presents a game result to a player; an operation unit thatis operated by the player when determining a bet amount of game media tobe bet on the game; a memory that stores therein a string of numbersthat gradually increase by a predetermined increment, and a history ofthe bet amount in every game; and a processor that operates to: controlan operation of the gaming unit in such a manner that a game starts whenthe player operates the operation unit; determine win or loss of thegame based on a predetermined probability; give a game medium to theplayer when it is determined that the game is won; store into the memorythe bet amount determined through the operation unit in every game;calculate a balance of the game media at every predetermined number ofgames; compare the string of numbers and the history of the bet amountstored in the memory with each other, only when the balance is a plus;and control the gaming unit so as to make a notification to a manager ofthe gaming device, when based on a comparison it is determined that thestring of numbers is included in the history of the bet amount.
 6. Agaming device comprising: a gaming unit that operates in a game andpresents a game result to a player; an operation unit that is operatedby the player when determining a bet amount of game media to be bet onthe game; a memory that stores therein a string of numbers thatgradually increase by a predetermined increment, and a history of thebet amount in every game; and a processor that operates to: control anoperation of the gaming unit in such a manner that a game starts whenthe player operates the operation unit; determine win or loss of thegame based on a predetermined probability; give a game medium to theplayer when it is determined that the game is won; store into the memorythe bet amount determined through the operation unit in every game;calculate a balance of the game media at every predetermined number ofgames; compare the string of numbers and the history of the bet amountstored in the memory with each other, only when the balance is a plus;and control the gaming unit so as to decrease the probability, whenbased on a comparison it is determined that the string of numbers isincluded in the history of the bet amount.
 7. A gaming devicecomprising: a gaming unit that operates in a game and presents a gameresult to a player; an operation unit that is operated by the playerwhen determining a bet amount of game media to be bet on the game; amemory that stores therein a string of numbers that gradually increaseby a predetermined increment, and a history of the bet amount in everygame; and a processor that operates to: control an operation of thegaming unit in such a manner that a game starts when the player operatesthe operation unit; determine win or loss of the game based on apredetermined probability; give a game medium to the player when it isdetermined that the game is won; store into the memory the bet amountdetermined through the operation unit in every game; compare the stringof numbers and the history of the bet amount stored in the memory witheach other, at every predetermined number of games; and control thegaming unit so as to make a notification to a manager of the gamingdevice and also so as to decrease the probability, when based on acomparison it is determined that the string of numbers is included inthe history of the bet amount.
 8. A gaming device comprising: a gamingunit that operates in a game and presents a game result to a player; anoperation unit that is operated by the player when determining a betamount of game media to be bet on the game; a memory that stores thereina string of numbers that gradually increase by a predeterminedincrement, and a history of the bet amount in every game; and aprocessor that operates to: control an operation of the gaming unit insuch a manner that a game starts when the player operates the operationunit; determine win or loss of the game based on a predeterminedprobability; give a game medium to the player when it is determined thatthe game is won; store into the memory the bet amount determined throughthe operation unit in every game; calculate a balance of the game mediaat every predetermined number of games; compare the string of numbersand the history of the bet amount stored in the memory with each other,only when the balance is a plus; and control the gaming unit so as tomake a notification to a manager of the gaming device and also so as todecrease the probability, when based on a comparison it is determinedthat the string of numbers is included in the history of the bet amount.9. The gaming device according to claim 1, comprising a plurality of theoperation units so that a plurality of players simultaneously play agame and individually determine bet amounts, wherein: the processorfurther operates to store into the memory identification information ofa player who has operated a corresponding operation unit, when based ona comparison it is determined that the string of numbers is included inthe history of the bet amount.
 10. The gaming device according to claim9, wherein the processor further operates to: acquire identificationinformation of a player who has operated any of the operation units,when any of the operation units is operated by any of the players; andreduce a predetermined number of games, when it is determined that theidentification information thus acquired matches with any identificationinformation stored in the memory.
 11. A method of controlling a gamingdevice, the method comprising the steps of: controlling an operation ofa gaming unit that presents a game result to a player, so as to start agame, when the player operates an operation unit in determining a betamount of game media to be bet on a game; determining win or loss of thegame based on a predetermined probability; giving a game medium to theplayer when it is determined that the game is won; storing into a memorythe bet amount determined through the operation unit in every game; andcomparing a string of numbers that gradually increase by a predeterminedincrement and a history of the bet amount, which are stored in thememory, with each other at every predetermined number of games.
 12. Themethod according to claim 11, further comprising a step of calculating abalance of the game media at every predetermined number of games,wherein the step of comparing is performed only when the balancecalculated in the step of calculating is a plus.
 13. The methodaccording to claim 11, further comprising a step of controlling thegaming unit so as to make a notification to a manager of the gamingdevice, when it is determined, in the step of comparing, that the stringof numbers is included in the history of the bet amount.
 14. The methodaccording to claim 11, further comprising a step of controlling thegaming unit so as to decrease the probability, when it is determined, inthe step of comparing, that the string of numbers is included in thehistory of the bet amount.
 15. A method of controlling a gaming device,the method comprising the steps of: controlling an operation of a gamingunit that presents a game result to a player, so as to start a game,when the player operates an operation unit in determining a bet amountof game media to be bet on a game; determining win or loss of the gamebased on a predetermined probability; giving a game medium to the playerwhen it is determined that the game is won; storing into a memory thebet amount determined through the operation unit in every game;calculating a balance of the game media at every predetermined number ofgames; comparing a string of numbers that gradually increase by apredetermined increment and a history of the bet amount, which arestored in the memory, with each other, when the balance calculated inthe step of calculating is a plus; and controlling the gaming unit so asto make a notification to a manager of the gaming device, when it isdetermined, in the step of comparing, that the string of numbers isincluded in the history of the bet amount.
 16. A method of controlling agaming device, the method comprising the steps of: controlling anoperation of a gaming unit that presents a game result to a player, soas to start a game, when the player operates an operation unit indetermining a bet amount of game media to be bet on a game; determiningwin or loss of the game based on a predetermined probability; giving agame medium to the player when it is determined that the game is won;storing into a memory the bet amount determined through the operationunit in every game; calculating a balance of the game media at everypredetermined number of games; comparing a string of numbers thatgradually increase by a predetermined increment and a history of the betamount, which are stored in the memory, with each other, when thebalance calculated in the step of calculating is a plus; and controllingthe gaming unit so as to decrease the probability, when it isdetermined, in the step of comparing, that the string of numbers isincluded in the history of the bet amount.
 17. A method of controlling agaming device, the method comprising the steps of: controlling anoperation of a gaming unit that presents a game result to a player, soas to start a game, when the player operates an operation unit indetermining a bet amount of game media to be bet on a game; determiningwin or loss of the game based on a predetermined probability; giving agame medium to the player when it is determined that the game is won;storing into a memory the bet amount determined through the operationunit in every game; comparing a string of numbers that graduallyincrease by a predetermined increment and a history of the bet amount,which are stored in the memory, with each other at every predeterminednumber of games; and controlling the gaming unit so as to make anotification to a manager of the gaming device, when it is determined,in the step of comparing, that the string of numbers is included in thehistory of the bet amount.
 18. A method of controlling a gaming device,the method comprising the steps of: controlling an operation of a gamingunit that presents a game result to a player, so as to start a game,when the player operates an operation unit in determining a bet amountof game media to be bet on a game; determining win or loss of the gamebased on a predetermined probability; giving a game medium to the playerwhen it is determined that the game is won; storing into a memory thebet amount determined through the operation unit in every game;calculating a balance of the game media at every predetermined number ofgames; comparing a string of numbers that gradually increase by apredetermined increment and a history of the bet amount, which arestored in the memory, with each other, when the balance calculated inthe step of calculating is a plus; and controlling the gaming unit so asto make a notification to a manager of the gaming device and also so asto decrease the probability, when it is determined, in the step ofcomparing, that the string of numbers is included in the history of thebet amount.
 19. The method according to claim 11, wherein: the operationunit includes a plurality of operation units so that a plurality ofplayers simultaneously play a game and individually determine betamounts; and the method further comprises a step of storing into thememory identification information of a player who has operated acorresponding operation unit, when based on a comparison it isdetermined that the string of numbers is included in the history of thebet amount.
 20. The method according to claim 19, further comprising thesteps of: acquiring identification information of a player who hasoperated any of the operation units, when any of the operation units isoperated by any of the players; and reducing a predetermined number ofgames, when it is determined that the identification informationacquired in the step of acquiring matches with any identificationinformation stored in the memory.